They are. A look on the posting times is already enough to spot a difference of two minutes. He simply double posted by mistake. Most likely he could not send his first post successfully (server or forum problem? internet problem from his side, browser problem... whatever). Simple solution: One of the posts needs to get deleted. That settles the matter.

About to be non-activeMy very last UT map project: CTF-FacePalm (tropical CTF-Face remake)Why do I leave?click hereWhat I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skillsThanks to those who visibly supported me until/at the end!My reactivated account on indiedb.com.

Done a little more tweaking of the Video renderer files.All the main renderers are covered. I will also later include defaults for "TNSe's_Direct3D"Any one any knowledge of using PixoDRV (Pixomatic) renderer with UT99 ?

billybill wrote:Nerver heard of that renderer. Here is the multilanguage files (missing german) http://unrealtournament.99.free.fr/utfi ... ge%20Files . If you get stuck with anything you can try translating the other languages with english, or check the file that corresponds with the settings by looking at the source code

billybill wrote:the german int files I had were directly from Tactical Ops (.det files). There never was a botpack file, but ipserver and some others would still go down well for a german server. The hungarian int files were actually fan made, as I intend to do here with other languages

You have pretty much finished for now though right? I don't mind making something that will generate new int files for various languages including finishing the german one. Did I hijack your thread with this crap? Should I send them to you and you can do all the rest and become the int guy? lol

On a sidenote: I was actually working on a mod (similar to the weapon bind/priority one) that would force the player to play entirely in the server's language by replicating a bunch of values over for that round only. It's on my to-finish list a long with a whole lot of stuff scattered on hard drives some of which are dead and not fully recoverable

I seem to have become the "int-guy" by default (I can't find any other info like this thread).I've only been doing this as no one else has bothered (same as my amazing vehicle texture fix for 2K4).It makes my life easier with configuring all the Unreal engine games, when you can make immediate changes, so I figured I'd make everyone else's life a bit easier.

The more people contribute to this, the more the hidden mysteries are revealed.I make mistakes, and it would be good if people confirm if my edits are working for them, or if they think I should move the branches to another section etc.

You will have obviously noticed my attention has turned to Unreal, as many mods and mutators were made before Unreal had the new UT style GUI.But I find it annoying that some Unreal modders still expect people to add mutators etc. by typing them in the console.No way in hell am I typing 20+ mutators every time I play a map!There are masses of mutators for Unreal that ordinary users will never have bothered trying.Why waste time coding something you then hide away ?

I have been enjoying stuff I've had for years but never knew I had.The more submissions this thread gets from others, means I did my job, and people have learned something.I do not want to be the only one doing this, but I will try and fix anything that bugs me.

I should probably write a guide to how I go about finding the info needed, and then choosing what should be shown and where.

The tool you've been working on would be great to dump all the info, but users should always read the actual docs, so they know what bits are useful for accessing.I make a point of not adding any settings that may conflict with the rest of the GUI, or should be done while UT is not running (again I sometimes miss things), but without any guidance I am just ploughing ahead.

There are issues with using the advanced window (see the earlier post from Loathsome about SwarmSpawner) as Unreal often adds extra blank spaces, and info is not always properly editable.SwarmSpawner is a good example of when it needs more than just opening-up, as UT seems to get confused dealing with all the keys and variables. It can only show them

Ferali has it balanced well.The bulk of everything can be accessed via advanced options, but just the common client and sever stuff is available from the main UT GUI.

Is there seriously no German botpack file ? I assume that includes the other files like "startup", "UnrealI" and "UnrealShare"What other major European languages are still missing ?A translation thread for the major parts of UT may be a good idea.